#Indie+Alternative Wargaming

1 messages · Page 4 of 1

sand bobcat
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Almost action figures at that point. 😩

sudden halo
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I couldn't do 40mm. I'd never get anything done.

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The bigger the models are the more I feel like I need to paint them to display quality.

sand sonnet
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Yeah there are a lot of people painting them very nicely, but I've seen just as many slap contrasts on em and say good enough.

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If it helps you'd only have to paint like 8 models.

sleek trail
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Infinity is best when its doing cool cyberpunk cultural references and not combat heels

sudden halo
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Bakunin having combat heels would have been cool if everyone else didn't have them. Like it was kind of their thing in lore but that stops really working when it's the rule instead of the exception, like Pennywen said, it feels gazy instead of femme and punk.

sleek trail
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Id like it on grrrls in that case but not observancy

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Also i think grrrls power armor is too horny but it would be fully fixed if they molded t shirts onto them that you could then freehand into band tees

sudden halo
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That would be a fun conversion, I might try it if I find some to mix n match. Observancy's weird Christian feminism cult thing screams battle heels to me tbh, but more like the reverend healer in the Icestorm box than the old Moiras which were super terrible.

I guess my aesthetic sense finds a distinction between sexy and horny in a different spot than a lot of people, as I get older and my transition continues I feel more and more like why not have everyone be sexy all the time, at least the little army people I spend hours painting Sataniahaha

sleek trail
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Im a slave to tacticool and battle heels are firmly not it to me

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It doesnt even really feel sexy cause i think in minis "sexy" often comes more from pose and often the poses of battle heeled minis are them doing just. Battle stuff

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All that said im now actually very curious about the history of female soldier models in miniature lines

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Cause from what i understand infinity's predilection for cheesecake did mean it was including women from the start, or close to it

sudden halo
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My experience was other than sisters in 40k there were almost none until the mid 2000s.

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Occasionally some chainmail bikini level models for DnD, super rarely anything that was reasonable.

sleek trail
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(honestly despite many problematic elements infinity has a remarkable track record of inclusion. Its one of the only pieces of media ive seen that has a middle eastern (or middle eastern coded) faction that isnt portrayed as terrorists or savages, in the mid 2000s)

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That meant a lot to me!

(Not enough to play them tho)

fallen rune
orchid leafBOT
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yeah you have some stuff in WHFB for like high elves IWRC that

sleek trail
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Also sikhs get representation, theres i think a uyghur character, theres at least one trans character

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Infinity is weird

orchid leafBOT
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That's not bad but like that's a small amount of there femm moddles

sudden halo
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That said a lot of my minis experience in the 90s was via my dad's historicals, and historical warfare isn't exactly known for large amounts of women on the battlefield.

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Speaking broadly, lots of known exceptions.

sleek trail
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I do think a big reason infinity was empowered to have women in it was cause of its modern-warfare inspired near future

sudden halo
fallen rune
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Yeah hence the kind of

sleek trail
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Put giant tits on the chicken walker

fallen rune
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Present narratively but every model is a mech or like 4mm infantry

orchid leafBOT
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I mean the Dragon dose kinda look like it's wearing a push-up bra

Gecko, Pope Auteur I ↩️

[Reply to:](#1161730220164911187 message) Put giant tits on the chicken walker

sudden halo
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I mean the Battletech novels had plenty of she breasted boobily type writing. Not all of them but it was genre fiction of the era. Also lots of Asian rep but really bad racist stereotypes until much later. Modern BT lore is way nicer but it's saddled with everything that came before it.

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BT could use a reboot, make the weapons somewhat sensicle, fix the lore up. Modernize some old designs but keep some of the cassette futurism stuff.

orchid leafBOT
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It had one! AoD and it's related stuff but that's the second most unpopulare time period IWRC

sleek trail
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I think it is worth examining and understanding the inclusion of marginalized and minority stuff in games, esp awkward stuff

Like infinity is in many ways Orientalism: the minitures game but its orientalism is interesting cause it also includes the middle east

sudden halo
sleek trail
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Yeah. It feels like its the settings normal

sudden halo
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Everyone is some type of caricature of surface level stereotypes, with depth only coming way later when they started moving the lore forward.

weary cradle
sleek trail
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Its funny cause you can vaguely see a crusades era thing going on with catholic world, big powerful china, and islamic golden age and then you have cold war planet

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Where everyone in the cold war fights werewolves

tepid steeple
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I think infinity is also like

sleek trail
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And spaceship anarchists/unionists/capitalists

tepid steeple
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quite self-awarely silly

sleek trail
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I think it has what i call "metal gear tone"

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Where its really fucking stupid but it takes itself seriously while knowing its stupid

sudden halo
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You don't straight rip all your heros names from historical figures and anime references and expect your setting to be taken terribly seriously.

tepid steeple
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from what I remember of watching one of the operation tutorials narrative segments its like everyone is ridiculous

sleek trail
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Its a really wonderful mess of a game. I love it to bits.

sudden halo
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You can play Saber from Fate oops I mean Joan of Arc the future clone. There's minis of the major and batou from gits.

sleek trail
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Every faction has off brand tachikomas

sudden halo
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If anything I think the alien faction is kind of the weird odd one out because they're not some type of goofy parody of something. They're kind of like the Covenant from Halo played straight

sleek trail
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They should have kept the meteor drop tag

sudden halo
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its coming back

sleek trail
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Really? Ive been out of it too long

sudden halo
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the new design is pretty cool

sand bobcat
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ye olde kaskuda

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i have one of the old exrah minis 😌

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If the Trooper enters Unconscious State, they automatically pass directly to Dead State, without suffering the loss of an extra Wounds/STR point, and are removed from play.
lol they should have given the tag this

sleek trail
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God nwi is such a goofy rule

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I love it

sand bobcat
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always hated how it always comes with shock immune

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just give them 2 wounds then :v

sleek trail
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Its so they cant be doctored i think

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But its such a weird meta

weary cradle
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what if i just added go to my skirmish game

next pilot
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I find the combined army to feel out of place in infinity

sand bobcat
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they're the only visually interesting faction 😤

sudden halo
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All infinity models are a bit busy, but the CA ones make it hard for me to tell what I'm looking at so they just seem kind of like a blob of generic aliens, and aliens don't super fit with the feel of the setting overall to me.

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A few more contiguous flat surfaces would do them some good I think. I've also not seen them in person, just in like store pics so it could change my mind if I did.

sand bobcat
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i knew even less about colour theory back then.

sudden halo
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that's a very protoss looking paint scheme.

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but I see what you mean, any two of the three main colors could work together but probably not all three. They are good looking models though. I love Angel Giraldez's painting style but its not doing the CA models any favors in terms of readability in the studio paint job.

native portal
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Without hating on infinity, not a lot of the sculpts really capture my imagination

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It's rare I see a unit and go 'oh fuck that's a cool idea'

sleek trail
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I tend to have that more on the statline side for infinity

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Except the szalamandra

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The best unit in any game ever

sudden halo
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I'm a huge fan of the Iguana, shame it's kinda wimpy in game.

sleek trail
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Iguana also rules. The fact they stopped giving tags tails fills me with anger

sudden halo
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It's always just been nomads, and only a few of those.

sleek trail
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No i know but the new mads tags dont have tails

sudden halo
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What are the newest ones? Gator, gecko and the observance one? Both the animal ones should have tails for sure.

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Hopefully they rerelease the lizard and it has a dope tail

sleek trail
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Yeah the stigmata is rad

sudden halo
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It's a hacker and hack resistant and a tag!

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Oh I just saw they have a new Fiddler model in the upcoming releases. I missed the first one so I'm excited to get a canon named trans character for my nomads.

sleek trail
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Fiddler rules

sudden halo
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Really trying to push my anime painting style to the next level. Definitely kind of sloppy and messy here but I think I'm on the right track.

sand bobcat
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that is extremely cool.

sleek trail
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Hey, it's the description for my (at the time of writing) latest video !
Thanks for watching and stuff. It was a lot of fun diving into making minis for Turnip28, and I definitely want to expand to other cool indie games and non game projects in the future !
HUGE thanks to Lex and Jacob for their time ! They are both awesome sculptors and you sh...

▶ Play video
sleek trail
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A! is getting a video game

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figured id mention it here

deep mirage
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Gaslands is cool. I wish it worked online in a comfortable way

sleek trail
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i kinda love that it doesnt, in a weird way

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like id probably have had a chance to play if it did

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but its such a real like. tabletop game

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in that sense

deep mirage
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I can understand that too

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Ye

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I have a bunch of bitsmashed cars

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I'll have to grab pics sometime

sudden halo
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if they do it could go somewhere

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i haven't played Aristeia so I don't know if its any good at a baseline level tho

sleek trail
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I havent either but a lot of ppl really like ot

sand bobcat
sudden halo
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looking slick!

spring geyser
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Okay I have some meatier info on my planned factions:

  • The Elysian Commonwealth, officially styled as the Commonwealth of Elysia and Incorporated Stars (CEIS), represented military by the Commonwealth Common Guard; Astropolitically, it's a colonial enterprise of the hegemonic Elysians, and consists of their various subject states, direct colonies, and outposts. It has held hegemonic dominance over the cluster for approximately 300 years, largely on the basis of industrial might, technological dominance, and an enormous population (which are heavily incentivized to service in the Guard by the promise of social advancement in the Commonwealth's very inflexible, neo-feudal social hierarchy); it's been undergoing stagnation for the past century or so, as its militaries became infested with nepotism, corruption, and a failure to adapt to changing circumstances beyond "directly upgrading existing tech", a failing that came home to roost with its humiliating defeat in the Kitezh War at the hands of OSDEF (more on them in a moment). Now it's listlessly grappling to remain in control as more and more actors realize it might very well be a paper tiger, hollowed out by its own corruption.
  • The Oponskoye Systems Directorate, an up-and-coming power in the cluster, militarily represented by the Oponskoye Systems Directorate Expeditionary Forces (OSDEF). An up-and-coming power that is astropolitically motivated less by direct control and more by establishing interstellar transit infrastructure they control to manage interstellar trade and hindering possible threats to them (like the CEIS, which kind of started the conflict with them). While everyone in the setting is transhuman to some extent, the CEIS are somewhat conservative about it, deeming significant variance from the human form a sign of poverty, antisociality, and/or potential criminality; the OSD is basically the opposite in this respect, being explicitly ideologically driven by "furthering humanity's evolution."
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In terms of mechanical distinctions I have planned:

  • CCG have lots of big scary armored vehicles that are not very subtle (including having ugly RCSes); overrely on high-power transmitters for sensors and comms instead of more sensitive receivers; generally have poor morale across the board (due to being largely externally motivated to be there); have bloated and inflexible command structures that are vulnerable to disruption; have generally superior point defense due to much more effectively militarizing phased array lasers
  • OSDEF mostly don't have good heavy armor compared to CCG; have lots of multirole units (stuff like modular AFVs and hybrid artillery/engineering legged vehicles); use lots of particle beams; favor stealthy designs and sensitive receivers over big transmitters; have flexible command structures; and have to rely more on detecting threats beforehand than responding to them as needed, due to mostly using traditional turreted lasers for PD; have some very nice posthuman infantry that is super hard to kill; can occasionally just say "lol no" to morale effects due to widespread use of stuff like autoinjectors for sedatives and stimulants to modulate soldiers' moods
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Also when I mention OSDEF's modular AFVs, I mean I plan to give them a special rule where you don't have to choose the variant until it deploys

sleek trail
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How many factions are you planning?

spring geyser
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Limiting myself to just these two for initial beta stuff

spring geyser
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You know, I'm also kind of thinking of making a skirmish wargame in the same universe, since it would let me focus more on the particulars of "astronaut warfare" while probably having a wider appeal

spring geyser
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Actually yes the more that I think about the cooler "skirmish wargame set in the Daylight Stars universe that emphasizes the particulars of waging battle in hostile explanatory environments" sounds aaaaa

sand bobcat
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It's certainly easier to make a skirmish game because you can do literally anything and people will play it if it works and they like the setting.

sleek trail
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People love xcom

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I need to take a day and just work on game

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I know how a turn works, i know vaguely how i want to do units

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I need to read zona alfa

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Anyone played it

spring geyser
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Yeah, I'm gonna give some thought to the skirmish scale idea, and then maybe make that before I finish the company scale one

sleek trail
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Im curious what ewar would look like on the skirmish scale

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Because its such a macro concept to me

spring geyser
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I'd be moving away from the ewar stuff at that scale except as part of the off-map support game

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In favor of getting more granular with e.g. pressurized spaces inside buildings and unpressurized outside, decompression stuff, really emphasizing the ways laser weapons are different from guns, etc.

fallen rune
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Ok that does sound neat

spring geyser
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like being able to shoot lasers through (reinforced) glass without breaking it

sand bobcat
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If you wanna focus on weapon dynamics like that, it might actually be a great opportunity to make a 2D grid-based game with a lot of textual rules and like, no rangebands.

spring geyser
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yeah part of my idea for the skirmish scale version was "just don't give weapons listed ranges, their ranges are longer than the battlefield"

sand bobcat
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Gecko mentioned XCOM and I'm definitely imagining a super-"terrain"-dense game that is not a pain in the ass to play because the terrain itself is just a pre-drawn board.

spring geyser
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grids are nice but do have the inherent problem of compatibility

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i was probably going to go gridless but still use 2D LoS and strictly define how terrain behaves

sleek trail
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Will you have elevation

spring geyser
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yes

sleek trail
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Gotta have elevation in a skirmish game imo

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People love. Towers

spring geyser
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yeah lmao
this also gives me a chance to focus on how wacky the infantry guns used in my setting actually are (pulse lasers, coilguns, gyrojets, barely any basic chemically propelled firearms)

fallen rune
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Where stuff is mostly either melee range, 6" range, or unlimited range

sleek trail
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I also really like it

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For skirmish it just makes sense imo

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Though to preserve some positioning elements id like rangebands

fallen rune
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There's a ton of positioning in infinite range games

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Especially one like this with adverse environments

sleek trail
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No im not saying its not there

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Even in kill team it matters

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I just like rangebands a lot

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And i think it has some really compelling dynamics in terms of spacing and how to counter some unit type

sudden halo
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If you're doing a skirmish game on a full wargame size table, like Infinity on a 4'x4', I totally agree.

spring geyser
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the plan was full table

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there might be a long range where guys have trouble hitting stuff but that would be a deficit of ability to aim the gun

sudden halo
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But for smaller ones, more board game size stuff or kill team sized, unlimited range without range bands is better imo. Just not enough space for it to feel right.

sleek trail
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Kt probably wouldnt be fun with rangebands

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Too much measuring

native portal
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It's suki here again with 'No End In Sight does infinite range and it kicks ass'

spring geyser
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no end in sight does kick ass

native portal
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positioning and movement becomes awesome

spring geyser
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im going to be stealing a lot from no end in sight

sudden halo
native portal
sudden halo
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If a turn is 5 minutes then the range bands where you're likely to cause a casualty are way longer than if a turn is 30 seconds. And same in turn for if a turn is 30 seconds compared to a turn being like a DnD round and being 6 seconds. Howany shots does an attack represent? How much time on target? You don't have to be super precise but you should probably have broad internal answers to those questions to help dial in the feel of certain mechanics.

sleek trail
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With Untitled Vehicle Including Skirmish Game im probably using infinite range with rangebands, and i also decided that ballistic skill doesnt matter cause someone being a better or worse shot i think is less interesting than if they can set up a shot thats good

spring geyser
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my intention was to make it very hard to actually hit someone if they're in cover and aware

sleek trail
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(though also i have aros so if you miss a clean shot you get shot, de facto)

native portal
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Fun named turn time: A turn in Fistful of Tows is ~15 minutes

spring geyser
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you can suppress them tho, and there's a very slight chance you can hit them

native portal
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It's a company/battalion level game so it can get away with it

sand bobcat
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ermmmm but how does it do melee attacks

native portal
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Any time units get closer than 1 inch/100m, you resolve close combat until units retreat or are destroyed

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because time wise that happens very quickly

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This also includes point blank attacks on armour

sleek trail
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Huh

sudden halo
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Makes sense. That's pretty common in larger scale games like that. At least ones in modern eras.

native portal
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Like so

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british infantry platoons pushing in against german skirmishers

sleek trail
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I like that close combat paradigm

spring geyser
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yeah it's a common way to do close combat in company scale afaik

sleek trail
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Esp cause shit cant end turn in close combat and thus be tied up

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Close combat going over multiple turns kinda bugs me cause it always feels so static

native portal
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Okay, so, here is the jankiest rule that I like in Fistful of Tows, not trying to derail

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when you call in air support, you draw a line on the table and everything on the line is a potential target that gets resolved

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You have 60 IRL seconds to do this

spring geyser
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lmao

native portal
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to represent a) how little info you can really convey to air forces and b) to stop people trying to game lines for max damage

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and c) because FFoT is massively concerned with speed, to the extent that there is an optional but highly dev pushed turn timer

sleek trail
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That rules

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Actually

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Thats a real tabletop-y mechanic

native portal
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Oh wait

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lmao it's better than I remember

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it's ten seconds

sand bobcat
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good.

spring geyser
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lmfao

native portal
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I love that it stresses 'maximum'

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like that's slow

sleek trail
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You can get a lot done in 10 seconds!

spring geyser
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also
i get to emphasize that infantry squads in Daylight Stars are like, half drones

sand bobcat
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how do you like, ensure that people aren't starting the timer "late"?

native portal
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Play with people who aren't assholes

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but it's not a super competitive game, it's scenario based usually

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Also love games with footnotes

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or designer notes

native portal
sleek trail
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Are the skirmishes going to be regular infantry vs regular infantry or special operations

spring geyser
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i need to think about the exact gameplay realization of that, but in terms of flavor/fluff, it's because the main reason you put humans on a battlefield in the first place is because AI systems don't adapt to changing circumstances well and need human handlers

sleek trail
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Huh. One of my factions im planning has the same gimmick

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To justify officers you can shoot dead

spring geyser
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so an infantry squad has lots of scout drones and gun drones and suicide drones

sleek trail
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(cause bots is tougher, see)

spring geyser
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well the gun drones are mostly on legs

sleek trail
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How many lwgs

spring geyser
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four

sleek trail
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Yey quadrupeds

sand bobcat
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😌

sleek trail
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thought: infinity has a large board because units can traverse the board quickly, due to moving multiple times in a round due to orders

spring geyser
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i think i might have it so (human) figures have to spend action points or something to direct drones to do stuff

sleek trail
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Problem: if i want to have a board as large as infinity, without an orders system, i need a way to move stuff up

sand bobcat
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if every model can move 12 inches a round you'd be more than fine.

spring geyser
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could use a deployment system like chain of command where stuff deploys real close in to the enemy

sleek trail
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two solutions i may use in tandem:

  1. every army already has a car. make people ride in the car and then exit later on

  2. units in the backline can have some resource spent on them to donate their activation to an already activated unit

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this could also lead to interesting deployment sequences

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depending on unit type

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also, i really like units that cant do anything useful being able to be disregarded in favor of units that can

sleek trail
spring geyser
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i really like the idea of getting out of the car

spring geyser
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it's really hard to explain

sleek trail
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like an action dismount

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maybe even get placed a few inches away from the car to start to represent using momentum to leap off

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and that means backline units can go first to get the car moved forward enough to justify dropping guys off

sand bobcat
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4x4 isn't big, GW just decided to make their standard board size SLIGHTLY smaller and the entire industry shifted to accommodate them overnight. 😔

autumn sun
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GW made their board size smaller on account of enough people finally complaining loud enough about it.

sand bobcat
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that's definitely why it matches multiples of their shipping box size.

autumn sun
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Most people don't have space for a 6x4 table, whereas the average dining room table is like...4x3.

sleek trail
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its not that big but if your standard action is 4"+Shoot you only move ~8% of the board length if going straight

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which can slow a game down

spring geyser
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if you're doing big board you should do 6" move

sleek trail
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6 feels long to me but that might just be infinity in my brain

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if 6 is standard though fast has to be 8 and "bike" has to be 12

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which might work tbh

sand bobcat
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don't forget that you can also have different actions where things move faster.

sleek trail
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i mean im basically stealing infinity's action structure at this point

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2 actions everything resolves at the end

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so move-move is going to be a thing. probably

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i like multiple actions per turn a lot, instead of each set of actions being tied to like. a grouped order

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idk how to describe it

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like how turnip or warhammer does it

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i guess

native portal
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wild

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(also if you ever do combined arms, move speeds are a great way to show just how good vehicles are- Infantry in FFoT move 4" and vehicles move from 8-16")

trail fulcrum
sleek trail
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So 3.6x5?

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Thats awkward.

sand bobcat
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it's got something to do with their box sizes. I guess they're 44 x 30 inside, so the intent is you put together 44x30 map sheets, basically

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x30 for a small game, x60 for the standard/"classic" format, x90 for a huge game

sudden halo
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They fold up to 11x7.5, which is conveniently Letter Paper sized and I imagine the most commonly available box size/fits on the most shelves.

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Started with 2019 kill team where a 22x30 board sort of made sense along with that retail store compatibility potential, but then they started having the KT boards and terrain do double duty for 40k, and then they made the standard sizes all multiples of that size.

left onyx
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Letter is 8.5x11 but yeah you can it occurs to me that you can trim A0 to 30x44 with relatively little waste whereas 30x48 would be larger than A0

sand bobcat
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44x60 is bigger than 4x4, which a lot of other established games work with, so I wouldn't really hate it i think

tepid steeple
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slightly different aspect ratio too

sudden halo
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Yeah, not that it is letter but that it fits within containers sized for letter paper, which also happens to be pretty close to the standard size of most of their rulebooks.

sand bobcat
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though it's annoying to think about stuff like 6x4 games inevitably getting squeezed by What's Available

sudden halo
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44x30 is a weird size but works on a lot of home tables, 48x32 would have been better though imo.

With 44x60 you somehow really do miss the 4 inches on one aspect when comparing to 4x4, but it's not too bad.

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I really like the 22x30 size, though very few wargames can accommodate a board that small. It's a great play anywhere size.

sand bobcat
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22x30 annoys me mostly because i really hate giant model games and ranges are even more hilarious at that point

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but despite it being so much less work, people pointedly don't want to paint smaller models

sleek trail
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Warhammer scale games are supposed to have the longer aspect ratio, imo

tepid steeple
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22x30 and 44x30 I really like

sleek trail
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Gives you some neat angles

tepid steeple
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for games that don't require a huge table

sleek trail
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I like squares for skirmish, more

sudden halo
sand bobcat
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you love your contrast paints??? put 'em on smaller models and marvel

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agh please join me in playing more practical games, you jerks

sudden halo
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The small sizes work well for fantasy skirmish, which is also how I frame 40k in my head, since it tends to exist with fantasy assumptions. 22x30 would be cool for 15mm skirmish or 6mm wargames.

native portal
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I love small scales

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15mm skirmish is neat though

sleek trail
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Itty bitty skirmish committee

native portal
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Some legend has been playing SAGA (a 28mm skirmish dark ages game) in 6mm

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With each 28mm model replaced by a base

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compared to ^

hollow crypt
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that's extremely excellent lol

sleek trail
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That rules

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I wonder if you could pull the same trick with turnip

native portal
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You could, I'm sure

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as long as basing remains consistant, you can do all kinds of funky shit to wargame rules

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I did the same digitally with Sharp Practice, a 28mm napoleonic skirmish game

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Turns a skirmish game into this

sand bobcat
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😌

sleek trail
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many guys

spring geyser
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I said I was going to be de-emphasizing EW in the skirmish game but it's still gonna play a role, just only comms stuff really

sand bobcat
sand bobcat
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40mm bases 😎

trail fulcrum
sand bobcat
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i'm getting pretty happy with my ability to make things look vaguely dirty while still being Vibrant

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sometimes it comes out wrong (the blue on those big shoulders is kind of crap) but overall it's pretty sick

spring geyser
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Fun idea for my skirmish wargame:

  • When throwing a grenade, instead of resolving it as an explosion immeidately, put a "grenade marker" where it lands
  • every time a unit activates, if there are any grenade markers on the board, roll a d6 for that marker; if it shows a 1, the grenade explodes
#

maybe have the roll it goes off on be 6, 5, 4, 3, 2, 1 on subsequent activations

#

units can potentially throw the grenade back or kick it away

spring geyser
#

also "morale (or cohesion or smth) check to throw yourself on the grenade"

sand bobcat
#

https://www.youtube.com/shorts/0aAZ8KciMOU?feature=share i love following this guy who plays wargames with his wife

#

i'm reluctant to call "clone of a GW game" "indie and alternative", but he does a lot of 15mm games

sleek trail
#

I guess its technically the most alternative game out there, if your reference point is the warhammers

"Dont like warhammer? Heres the alternative!"

tepid steeple
#

don't like warhammer? play warcry with squads!

sudden halo
#

Id definitely call it indie and alternative as a game, but not as a theme if that makes any sense.

sleek trail
#

Its a parasite (non derogatory) off of warhammers theme

calm mantle
#

Isn't it more a thing which is like a parasite but good (can't remember the word)

As if it doesn't have its own model line, it gives people more reason to buy GW plastic.

sleek trail
#

people think symbionts are parasites but good but parasites are technically symbionts

#

if i, as someone who was not a biologist but a habitual wikipedia binge-er were to name it, its commensalistic

#

Commensalism is a long-term biological interaction (symbiosis) in which members of one species gain benefits while those of the other species neither benefit nor are harmed

#

like idk if the relationship is two way enough for it to be mutualistic

nor if it even fundamentally makes sense to apply biological classifications to games

#

but im doing it anyways

sudden halo
#

I think of OPR stuff as a stepping stone out of the GW bubble, the way Pathfinder kind of is from DnD.

#

"you can use all your stuff! its pretty familiar, just we don't have to deal with GW/WotC's bullshit"

tepid steeple
#

opr does do models

sudden halo
#

but there's also bespoke content, and then looking at that sort of starts the "wonder what other cool stuff is out there"

sleek trail
sudden halo
#

and then people either go back to the envelope or become fans of a lot of other things and kind of jaded about how much their hobbies are dominated by one game boohoowdy

sleek trail
#

and they still mooch off of warhammer aesthetics, to the point id argue that they are just within the normal "3dprint warhammer proxies" market

tepid steeple
#

that's fair yeah

#

branded proxies

sudden halo
#

They have a few of their own armies, but they're designed to live in that same ecosystem.

native portal
#

If you go even further you end up in bolt action or hail caesar

#

Aka historicals written by old GW crew

#

Which play in a very familiar way

sudden halo
#

Flames of war rules wise stays in that realm. I guess Dropfleet when compared to BFG fits that mold.

sleek trail
#

taxonomy of wargaming rules based on proximity to warhammer

sudden halo
#

i mean, not the worst idea Sataniahaha

#

warhammer descendants, WRG Ancients descendents, DnD/chainmail descendents, ASL descendents?

sleek trail
#

asl?

#

oh

#

what was it called again

#

advanced squad leader

#

yes

sudden halo
#

yeah

sleek trail
#

and weirdos

#

like, what does x wing decend from?

sudden halo
#

the system has a name, i forget what it is, but it descends from Wings of Glory/Wings of War.

sleek trail
#

interesting

#

i like doing taxonomies cause it also helps understand where the industry can go from where it is

#

nihil novi sub sole

#

but also theres infinite room to expand and change stuff

sudden halo
#

the Flightpath System is the FFG one, I guess wings of glory was its own thing then when FFG got the rights they made that system and published xwing, attack wing, and the dnd dragon one with it

sleek trail
#

sounds right

#

anyways is maleghast a dnd decendant

sudden halo
#

I'd say so.

#

Couple subbranches down for sure though.

#

Where's infinity? It doesn't fit neatly into any of the proposed categories

#

but to be fair, depending on what all we try to classify we're certainly missing some. broadly RPGs get dnd, traveller, and fighting fantasy? with crossover with wargames on dnd/chainmail and kriegspiel

sleek trail
#

indeed

sleek trail
#

defying categorization since 2008

native portal
#

I have a half built sci fi hack of flames of war

#

It's not the worst system ever

#

Even if it has questionable historical balance choices

sleek trail
#

i dont think theres anything wrong with something thats like

#

pseudo-historical in form

native portal
#

Perpetuation of historical stereotypes is Bad, Actually

#

But yeah its not The Worst

sleek trail
#

i meant in terms of design

#

like bolt actions "definitely-not-warhammer" style

#

instead of actually trying to represent

#

conflict

#

accurately

#

In terms of like. depiction? thats fucked up

#

But yeah, in terms of pseudo-historical kinds of mechanical representations, the kind of "ranges translate to actual real life battles being impossible" sort of deal, thats technically fine if perhaps better served by just making fantastic games

sand sonnet
#

Warmachine is kinda its own branch as well.

#

There’s almost a branch for “mechanics moving away from traditional wargames”

#

Which is where Infinity, Warmachine, Malifaux and a few others all sit?

sleek trail
#

2000s esoterics

sand sonnet
#

Which is now getting its own sub branches as it’s matured.

#

Things like Shatterpoint and MCP and Moonstone and the like.

sudden halo
#

warmachine is sort of an application of RPG combat mechanics to tabletop games. You basically roll 2d6+bonus to beat AC.

#

which makes some sense, given that Iron Kingdoms started as a d20 system setting in the dnd 3.x days

sand sonnet
#

Yeah, it’s more unique for it’s resource systems and “combo” style list building.

sudden halo
#

It fits in the "activation order puzzle" style of game

#

I solve your puzzle and set up my own, and vice versa every turn.

#

I played Cygnar assassination lists mostly so I really liked the spacial puzzle elements

#

but in the end Warmachine has more in common with Hearthstone than it does a lot of other wargames.

#

at least in terms of how you make decisions

sand bobcat
#

or the cuss toads (custodes) in the modern "space marines were so popular we made more subfactions of specifically them" environment

sand bobcat
#

something i'm currently wondering is if there's room for a game with almost arbitrarily long movement ranges

#

infinity is kind of like that, but I'm thinking more explicitly "this is how movement works" instead of "movement is part of stacking 400 activations on one guy"

sleek trail
#

Something im experimenting with in my game is every activation also has the car move somewhat, which is probably closer to infinity but still means the car can move as far as you have activations per turn

#

I think its interesting if one unit can move way more than others

#

I think arbitrarily long amounts of movement would be interesting with other restrictoons

#

Like straight lines only

sand bobcat
#

i've got an old armored-core-like project that I might glue card mechanics to

#

i forgot to mention, critically, that I was thinking of using them to help work with extremely long movement ranges

native portal
#

Flames of War has lots and LOTS of arguments over the two core stats

#

Cos when you're modeling specific units at specific times, decisions like 'All SS units are Veteran' are uhh

#

(FoW has two stats: Motivation and Skill, and no one is happy with where any unit is placed on that)

#

add in national and theatre special rules and

sand bobcat
#

oh.

native portal
#

flames of war pls stop

#

you do not have to write all the historical sections in character

#

in fact I am begging you not to

sand bobcat
#

love all of this historical flavour mmmmm

#

manner, as you may have noticed, our superior german rifles still have a maximum range of 150 metres

#

rest assured that someone lovingly detailed the SS logo on my helmet sculpt

#

i almost feel like historicals have an obligation to be somewhat realistic, or at least to be more realistic in mechanics than they are stylized in presentation

#

like it's deeply wrong to write Flavour Sections in the same style as your Cool Fictional Guys. for like. what. immersion??

next pilot
#

...what's going on here?

native portal
#

mixed with Flames of War doing In-Character sections for everyone, which means they have one for the fucking nazis

next pilot
#

ah

fallen rune
#

I think one of the tricky things with the German army in WW2 in wargames is that a lot of their shortcomings (generally poor logistics and preparation for major operations, poor intel, ideological blindspots) don't get modeled that much in a wargame usually

#

While it would be accurate there's not a lot of war games which have a like "roll a D6 for every unit, on a 1 they do not show up in the battle at all - they ran out of gas, got lost, or got taken out of your command by someone else" as an army rule

#

Which leaves what could be historically accurate (I don't know FoW well enough to say) depiction kind of Wehraboo-y because the parts of them that didn't suck for various reasons were generally among the most tactically capable armies in the ETO

sand bobcat
#

intel wouldn't be impossible, though you'd need command cards or wahtever

fallen rune
#

Yeah that'd be a lot easier

prime gate
#

rolled movement
scatter dice maybe
weird reinforcement rules
jyst generally being more expensive in listbuilding too

sudden halo
#

easiest to me would be encouraging campaign play and having those mechanics at the campaign layer.

#

but historical battles with balanced forces on a relatively neutral map just... feels wrong to me. part of why FoW/Bolt Action et all don't really grab me

#

balanced wargames are definitely in the war-as-sport kind of category, and that feels a lot better if we're in fictional settings, or at least what-if alt histories where armies from vastly different locations and time periods fight like in a lot of ancients rulesets.

#

if we're keeping it largely in theater, representing a specific kind of war, I much prefer if its built around the campaign or specific scenarios, rather than "tournament style" play

sleek trail
#

I think in campaign though im much less comfortable like

#

Running it in any way that historically monstrous forces win

#

I think it just becomes reenactment to a certain degree. Idk. Theres value in that, or even playing historical monsters (a fair arguement to be made all armies are monstrous to some degree)

left onyx
sleek trail
#

Often youll get one factions perspective on all factions

#

Which i think is done because it gives a coherent voice

#

And occasionally in that youll get shades

#

But a whole book of that would rule

left onyx
#

Where you can really fuck up though is when you have a mix of single faction voice and objective voice, which just straight away muddles that faction into looking objective even when not

sudden halo
# sleek trail I think it just becomes reenactment to a certain degree. Idk. Theres value in th...

I think we're on similar pages. At a certain point I think it should be more about understanding the history and why the people of the time made the choices they did. A good historical wargame should often end up producing the same results as history, and, barring some of the major historical blunders of all time, should lead to successful strategies used at the time to remain successful.

#

Definitely becomes less of a just for fun space, more of a tool. Not the most useful for most people, were generally not scholars or military strategists. For me it could be useful in service of writing more realistic situations, motivations, and decision making in my creative projects and game design by understanding history and historical context better.

sleek trail
#

Yeah

sand bobcat
#

Anyone here play Malifaux on TTS? I'm strongly considering sketching up a card-based wargame and I figure it's important that I see what "the very good game that uses cards instead of dice" has already done.

sleek trail
#

id be willing to learn

#

but ive never played malifaux

sand bobcat
#

i also don't like...intend to pick the game up, so it's probably for the best that I either watch a youtube video or just listen for a ping when someone plays it on TTS in VC

sleek trail
#

from games ive watched its pretty straightforward

#

cardswise

native portal
#

Unfortunately the aesthetic of malifaux never really captured me so I don't know how it works

sudden halo
#

I've played it like 2 times? a long time ago. I liked it plenty but I don't love cards compared to dice (though Malifaux's implementation is good)

#

I bought a team for it, assembled them, and they've been on a shelf ever since.

sleek trail
#

cards give a western vibe i think really fits malifaux but i like rolling dice

#

more kinetic

#

i need stuff to fidget with though so not really a critique that extrapolates

sudden halo
#

The main thing is with dice each interaction is unique in terms of probability, where with cards previous interactions affect the odds on later ones. It's a pretty elegant way of building in some rubber banding to a game

sleek trail
#

i once had the idea of a game that used tarot decks and each faction had a specific set of cards mixed into their deck

#

i never got past that idea

#

but i think its neat

#

i think it was like a wargame version of magic the gathering in my head, wizard duel with a lot of summons

sand bobcat
#

maybe what I want is just the cards for quick hidden-information mechanics...

sudden halo
#

My issues with cards really don't apply at all to Malifaux. I really dislike uncertainty of options, that comes with drawing cards from a deck. I much prefer uncertainty of outcome.

sand bobcat
#

i guess I could just do like...hidden numbers of dice spent on actions

sleek trail
#

how do you referee that though

#

wait do you mean like

#

rolled and then assigned

#

or a pool you split

sand bobcat
#
  1. declare action
  2. put hand on table with hidden amount of dice inside
  3. opponent, if reacting, does the same
  4. reveal and roll
sleek trail
#

and then you have less dice in your pool?

sand bobcat
#

Potentially. It could be some other resource, so you don't have to like...track individual dice in physical space.

sleek trail
#

nothing wrong with that

spring geyser
#

I have started writing up the skirmish wargame rules

#

general notes on some stuff I haven't worked out how to present yet:

  • Shooting at someone will now be an opposed roll with the shooter's Aim Skill vs. the target's Defense Skill; if the target's not in cover, they just count it as if they had rolled a 1. Still need a pretty high margin of success to actually hit someone, rather than just suppress them.
  • Game will pretty heavily revolve around reactions, with everyone getting unlimited snap fire reactions in the appropriate arcs when people move outside of cover or dash (very No End in Sight)
spring geyser
#

also, unit profiles are just this now, before equipment (which is purchased separately, because this is a skirmish game)

sudden halo
#

Looking good so far. Feels like an skirmish evolution of the silhouette system

#

Put in a lot of work on my second golden gear entry. Stripped it and redid it since last time I posted a pic. Was happy with the concept but wanted to see if I could push it to a level I was happy with submitting to a competition.

sand bobcat
#

I really like it!

trail fulcrum
#

Malifaux is good

#

The cards also makes being good a blackjack a skill in the game

midnight vine
#

yeah it's a good game with a cool aesthetic

sleek trail
#

Malifaux passess my extremely stupid skirmish game test of "can i field a limited number of Very Big Guys"

#

If i ever get into it im playing the faction with the t-rex

#

Tangent: how do people feel about units whos primary purpose isnt some variation of Shoot/Stab/ Spell Enemy Dead, in games

#

The two traditional roles of units to me in games are Kill Guys and Transport Guys

#

And im wondering what other niches have been made for units in games. A taxonomy, i suppose. Healers ("keep guys alive") are a classic addition, i think

Infinity has the lauded role of "push button"

fallen rune
#

I think there's a third in the form of "units which buff allies"

sleek trail
#

I feel like you can understand that as an extension of Kill Guys but also that could probably apply to Transport Guys as well

#

Kill, Transport, Buff

sand bobcat
#

Depends on the game too I suppose...I'd say something along the lines of "Kill, Buff, Win" for the more competitive wargames

#

transports being "buff their movement"

sleek trail
#

In any case i think there is something to be found in designing fun units that arent just about killing stuff

sand bobcat
#

oh, it's lots of fun

sleek trail
#

Or kill stuff in neat ways

sand bobcat
#

I find that semi-realistic games generally struggle to set up rock-paper-scissors within the "kill" space

#

both infinity and heavy gear have a space where "general purpose" (cheap Kill) models are kind of useless on their own

#

but if you have a bunch of hard-Buff models, then the expansion of Cheap Kill spheres of influence can mean a lot even if they can't address any particular Kill threat

sleek trail
#

Yeah

#

I think realistic games find it hard to justify buffs

#

Infinity only has buffing on remotes as an extension of hacking, idk about heavy gear

sand bobcat
#

HGB's most important Buff functionality is ECM+, which gives you an extra die on defense (which in turn generally means 1.33x defense dice at minimum)

#

Cheap Kill struggles right now because ECM+ models are so incredibly evasive that they just can't be killed by Cheap Kill

sleek trail
#

Similarily technological in theme

sand bobcat
#

They can trade up against Heavy Kill, but Heavy Kill has been extremely overcosted, and Elite Kill is similarly evasive as Buff, so they usually ignore the presence of CHeap Kill

sleek trail
#

Hmm

#

Does debuff count as buff or kill

#

Cause technically it makes killing easier, which could be understood as a buff

sand bobcat
#

I'd say buff, it's just not literally buffing your guys

#

it's stretching the literal definition but I think that, for sake of categorization, it's pretty easy to think of any debuff as "conditionally buffing your own models"

sleek trail
#

Yeah, i agree

sand bobcat
#

and of course depending on the game usually nothing is purely one of those 3 categories

#

"stand here to earn points" means everything does Win to some degree, eg

#

dropzone commander has a pretty hard "win" category of models because infantry are necessary for most objectives & usually aren't good at killing anything other than maybe other infantry

#

(this may have changed as of late, but that's the core dynamic of the game)

#

transports are hard Buff because they barely can attack but they effectively give models a 9-12" move instead of a 3" move

#

i think infantry even move like, 1 inch. they really want you to lean on transports/the decision to pick things up

sleek trail
#

You can pick up and drop off same turn, right?

sand bobcat
#

as far as models go there's not much of a cheap-vs-expensive dynamic within factions, but instead there's Kill the Buffers (AA), Kill the Other Killers (almost everything else), and Kill the Winners (anti-infantry)

#

they've tried to blur those lines but I feel like they didn't approach that well. Stuff that would normally be interesting as a faction dynamic ended up getting distributed to every other faction and making everything less interesting and distinct.

#

EG: the parasitoid alien horrors have an anti-infantry infantry unit that is almost wild animals so they can't Search for Objectives in buildings well. But then the Resistance also has Berserkers (which basically do the same thing)

sleek trail
#

Shame

sand bobcat
#

hum, I actually forget the specifics... I think the worms can't search but Berserkers are just bad at it. time to check

#

yo shit this is good.

sleek trail
#

I love the resistance aesthetic in dzc

sand bobcat
#

ah okay, they're more differentiated than i thought.

Living Weapon: This unit cannot search for or claim Objectives, and cannot embark in transports during battle, though may start the game embarked.
vs just having Bloodthirsty, which is...
If this unit is in the same Garrison as an enemy unit, then it may not move away or leave the Garrison. This unit suffers a -2 penalty when searching for objectives.

#

-2 penalty is pretty rough though because iirc your chance of finding the objective is normally "you have to roll the number of the current round or less"

sleek trail
#

So they cant score on rounds 1 or 2 period

sand bobcat
#

When searching, roll 1 dice for the squad searching. If there are enemy units within 2” or in the same Garrison, the dice roll is modified by -1. Add the resulting number to the number of the current round. If the result is 7 or more, the Objective permanently becomes an Open Objective and the unit claims it.
you can also buff 'em with Scan Tokens, which is another thing

sleek trail
#

Interesting way of doing random scoring of objectives

sand bobcat
#

in practicality the best you could do is stacking Scan Tokens on a building by round 2. so I guess you can make something happen there if you're pushing a bunch of transports

#

DZC is very weird because infantry squads cost more than tanks

#

and transports are really cheap too, because you need them to play the game and they're basically a tax

sleek trail
#

I wonder if that reflects oou costing

sand bobcat
#

oh yeha i meant mechanics-wise

sleek trail
#

In univrrse

#

I mean

#

I cant word today

sand bobcat
#

not sure, honestly. Never really liked reading lore, lol.

sleek trail
#

I have the original core book somewhere

#

Got the starter set ages ago

sand bobcat
#

Unit lore is fun because it often informs how they play and thus informs me on the diegetics of it all, but the world lore is always just...depressing

sleek trail
#

Wargames are so facinating because of how multifaceted they are

sand bobcat
#

i think DZC's super-slow movement speeds are kind of arduous but it's because you always have to move like 3+ guys with 36" range but 3" movement

sleek trail
#

Lmao

#

It does convey how big a city is

sand bobcat
#

these tanks, you see, they have these rangebands but they HAVE TO STAY WITHIN 2 INCHES OF EACH OTHER OR THEY GET DIARRHEA

sleek trail
#

I dont think any game does urban warfare like it does

sand bobcat
#

I play the slowest faction so I also suffer most (PHR)

#

and then they gave us a handful of weird less-specialized fast models and imo spoiled the feel

sleek trail
#

I should try and get into it with resistance

#

I love the helicopters

#

And the mad max cars

#

Oh yeah and they have a tiltrotor

#

I love tiltrotors

sand bobcat
#

I really really like their vehicles. IIRC they released a pseudo-subfaction that has the vehicle designs without all the jerry-rigged repairs...

#

They're also unfortunately the most expensive faction because they tend to have a lot of models and they never got plastics.

#

Not to mention that some of the models are like...multiple sculpts of the same vehicle, because the original designer went that hard on the look.

sleek trail
#

That rules but also damn

sand bobcat
#

DZC was an absolutely feral one-man project

#

as far as I know, this industry guy basically came out of [his parents'?] attic with an all-resin wargame that he designed and cast all of the models for

#

hawk wargames sunk because he had no sense of scale and he launched a successful kickstarter for another game (Dropfleet Commander)

sleek trail
#

Its good it got picked up by ttcombat

sand bobcat
#

then they got bought by - yeah

#

iirc he's still working on it but he's not the lead on the project, which led to bullshit like the Behemoths

#

because apparently, what people want in a 10mm wargame is an optional, Titan-sized model to waste their entire life painting

sleek trail
#

Lame

sand bobcat
#

they have like several pages of rules to themselves and just. ugh

fallen rune
#

The Scourge behemoths look super sick but they're models for sickos only

sand bobcat
#

i'm almost certain it's resin too

fallen rune
#

"Fully poseable tentacles" lmfao

sand bobcat
#

rofl

#

that is pretty John Hawkwargames but also dear lord

fallen rune
sleek trail
#

The resistance one is bad

#

Its just a weird walker

sand bobcat
#

the trouble with making GW-sized models is that if you have to cast in resin it's going to fucking break

sleek trail
#

Should have gone with like, a megatank

#

Or a train or something

sand bobcat
#

(and if you have to cast in metal, it's going to require a forklift)

fallen rune
#

They do also have that

sand bobcat
#

voted most trackable vehicle in the galaxy four centuries in a row

sleek trail
#

Thats alright but the paintjob isnt fuckin grimy enough

sand bobcat
#

i suspect that their primary painter unionized after having to paint the shaltari one

#

it has like several hundred bulbs on it

fallen rune
#

It's neat but also like holy shit

#

assembly must be a nightmare

sand bobcat
#

yeah! !!!

#

look at all of those fucking dots

sleek trail
#

Lmao

sand bobcat
#

i think this one is also Poseable

#

this one's for the tank modellers out there who are already used to gluing like 50 different pairs of discs together before doing anything else

#

shaltari have a really fun bit of gameplay-and-story connection going for them

#

their transports are teleport nodes (of various sizes) and that's how they load and unload units

#

so (iirc) your transported models are all off-table in a pool instead of being assigned to specific transports

sleek trail
#

Who doesnt love portals

sand bobcat
#

okay yeah, confirmed that's the case. and of course you can like. hop around the board that way

spring geyser
sleek trail
#

commander guys fall under buff, debuff, and kill most of the time

spring geyser
#

in some games their role is much more fundamental

#

like "units cannot activate without them" fundamental

sleek trail
#

i would argue this is a buff

#

if a drastic one

spring geyser
#

I would argue that's stretching the definition

sleek trail
#

thats fair

#

even still, "commander guy" as an archetype is definitely secondary

#

vs kill, buff, and win

spring geyser
#

i think the secondary-ness of it depends on the game

sand bobcat
#

It could be "win" in the "If you don't have it you lose" sense.

sleek trail
#

here

sand bobcat
#

It's almost impossible for a model to be only one of the kill/buff/win archetypes. I'd say commanders tend towards buff and win, depending.

sleek trail
#

within a game many secondary archetypes can form

sand bobcat
#

obviously in warmachine it's very Win because if they die you explicitly lose

#

in infinity i'd say it's a hard "buff", not because they actively buff models but because you usually get a severe debuff if they die (but objectives don't usually concern them)

sleek trail
#

it depends on the commander, as well

#

commanders in 40k often trend kill

#

but not always

#

kill and buff

sand bobcat
#

yeah, it's part of the whole Pulp Heroics shit

#

in infinity you can get some Kill+Buff commanders, and there are a few ways to prevent the debuff from happening on death, through special models and/or rules (which is still under the Buff category, imo)

sleek trail
#

under this framework the actual role of a model within either fiction or force organization is subordinate to what it actual does on the board (which often is informed by or informs the fiction)

sand bobcat
#

(the avatar is Kill + Buff but until the Reinforcements thing it literally cost like 45% of your army allowance)

sleek trail
#

yeah

spring geyser
#

actually
I think the role the kind of commander i'm talking about would fulfill is something along the lines of "generate resources"

sleek trail
#

buff and/or win

spring geyser
#

i think that's reductive

sleek trail
#

thats the point of a framework, its to reduce

sand bobcat
#

i did kind of type it out today so lemme like...try to formalize it

spring geyser
#

incidentally i was planning on doing a thing in my skirmish wargame where elysian commonwealth guys get a buff to morale/bravery/whatever-i'll-call-it when in line of sight of their commander (recall they have poor morale/bravery/whatever compared to other factions)
because the boss is watching

sleek trail
#

yeah that rules

sand bobcat
#

Okay here we go.

Model Roles in Wargames
kill, buff, win

These are definitions for model roles at a game design level, but the standard and inverse definitions can be applicable to roles that the player is looking for when "listbuilding" (if the game has listbuilding).

Kill: This model's role is to reduce enemy resources in an unreplaceable way. Called "kill" because usually this means "killing" models in a wargame, removing the opponent's models.
Its antonym would be Killable. This model's role is to be an unreplaceable resource that is very vulnerable to being removed by an opponent.
Its inverse would be Tarpit. This model's role is to present unreplaceable resources that an opponent has to "kill" before removing more valuable resources.

Buff: This model's role is to increase the capabilities of your other models. This includes producing additional temporary (or refreshing) resources (eg: "Command Points" that refresh every round).
Its antonym would be Requirement. This model's role is to be something that can reduce the capabilities of your own army (eg: if killed).
Its inverse would be Debuff. This model's role is to reduce the capabilities of the opponent's models.

Win: This model's role is to do something that explicitly ends the game with your victory.
Its antonym would be Lose. This model's role is to do something that explicitly ends the game with your loss.
The inverse would be Loss Threat: This model's role is to do something that explicitly leads to an opponent's loss. It's a circular definition unless you are designing a particularly strange multiplayer game.

spring geyser
#

im also still trying to figure out a thing to do with OSDEF's political officers that isn't just "buff morale"

sleek trail
#

for win

#

we need to figure one out

sand bobcat
#

The trouble is the definition would be circular:

The inverse would be Loss Threat: This model's role is to do something that explicitly leads to an opponent's loss

#

I guess it's less circular if you have a multiplayer, "elimination" game, but those are exceedingly rare in wargames

sleek trail
#

infinity actually has a weird example

#

at least it did in n3

#

i think

sand bobcat
#

Throwing it in there because why not.

sleek trail
#

baggage being worth extra points, thus making retreat more likely to trigger, thus making killing models a lose threat

#

because if retreat triggers and ends the game early for you and you're up in points

#

thats a lose threat

#

it can be circular but i think its distinction is still valuable because it matters how the players think about the thing

sand bobcat
#

I suppose...I might also be abusing the term "inverse" here.

sleek trail
#

maybe!

#

force your defintion on the world

sleek trail
spring geyser
sleek trail
#

like, how much can they influence things with actions that are not directly represented in the fiction

#

like being able to make people shoot more

#

or better

#

even though that might not make as much sense as just affecting morale

spring geyser
#

hmmmm

trail fulcrum
#

And not die

#

Objectivessss

native portal
#

'Hello, here are 60 skaven slaves'

#

good luck killing them all in time to join the real battle

#

or the infamous conscripts+commissar

#

or occasionally even ablative lines of dwarf warriors

trail fulcrum
#

In 40k, pirranahs

#

Sure you kill 1

#

But it was 55 points and you spent way too much

spring geyser
#

Thoughts on tracking ammunition in a skirmish wargame?

sand sonnet
#

Tracking ammo feels bad unless it's something abstracted (Like Necromunda's ammo checks) or limited to certain weapons (Like you only brought so many RPG rounds)

weary cradle
#

idk if it feels bad but itd be an extra mental load in addition to all the stuff ur already tracking

sand sonnet
#

I mean yeah I say "feels bad" because extra load for things that aren't fun feels not good to me. I shouldn't need to track how many bullets my guys have unless larger scale logistics is part of the game.

sleek trail
#

I think it needs visualization in some form

sand sonnet
#

I think the question I would pose is what value does it have for the game to track ammunition?

weary cradle
sand sonnet
#

If there's a fun fluffy cool reason and it doesn't bog down gameplay then it could work, but I don't think I've seen it work well in any game. Battletech a little bit, but that's because it wants to be a simulator sometimes.

spring geyser
#

I was thinking it would be an interesting cost to the otherwise-unlimited snap fire reactions units get

#

And yeah, I was thinking of doing something like an ammo check more than tracking a resource

sand sonnet
#

Yeah it sounds like it adds a risk/reward element to a powerful ability, which seems good.

tepid steeple
#

gaslands has weapons with limited ammo but you have like 2 or 3 cars

#

and it comes with printable ammo counters

sand sonnet
#

I forgot about gaslands. The ammo tracking there is okay.

tepid steeple
#

I feel like I remember a tabletop game or video game where ammunition/reloading was respresented by having limited shots within a turn or something

sand sonnet
#

That seems like a good way to control things more of a "rate of fire" than ammo

tepid steeple
#

which in this case could be like everyone can shoot on their turn but different weapons need to pick their shots in snap fire to varying degrees

#

it's kinda a combo of rate of fire and like, magazine size/reload time I guess

#

ohh I think I'm at least partially thinking of Imperium Maledictum. anything capable of burst or auto fire has its mag size in number of bursts and outside of that shots are free

spring geyser
#

I'm thinking currently if you get less than a certain number on a shooting roll the gun needs to be reloaded before it can fire again

calm mantle
#

Necromunda does that, and that's not too annoying to deal with

#

although I do think that's a choice which works well because of the Vibes of Necromunda

spring geyser
#

Also means that more skilled operators will run out of ammo less (can fluff as them being better at managing their ammo)

calm mantle
#

Where you're not career soliders you're gangs fighting in the gutter

tepid steeple
#

I like necromunda's ammo dice cause it's hard to forget that it's a thing, even though it's rare to run out of ammo with most weapons, since it has its own dice. and shootier guns are more likely to run out

sand sonnet
#

Yeah it's a good balance lever on the scarier guns.

sand bobcat
#

My understanding is that ammo tracking isn't necessarily realistic either, given the implicit time scale of most wargames...

#

But reload mechanics is reasonable.

weary cradle
#

i do like bad rolls = ammo reloads

#

means even "no hits" progresses the skirmish in a way, just not to ur benefit

sand bobcat
#

i'd do something like "1s and 6s"; I've got a bit of a weird fixation on finding natural ways to discourage weighted dice

sudden halo
#

I've always just abstracted it into the rate of fire of things.

sand bobcat
#

plus like maybe you run out of ammo hitting

sudden halo
#

Also, you've mentioned having suppression, you could use that as well as part of the ammo abstraction - weapons with larger magazines suppress more effectively.

sudden halo
#

On the other hand if you do have a reload mechanic/ammo check, instead or in addition to requiring a reload it could reduce the suppression of nearby enemies as the fire lets up. In my head in skirmish games everyone's shooting all the time, were just rolling for the aimed shots/focal points.

trail fulcrum
#

unless it's something cool and gimmicky

#

like hmmm

#

a six gun mechanic?

#

like you have 6 bullets

#

represented by a d6 and like a last shot

#

kinda deal?

#

leaning heavily into One last shot kinda

#

western duel energy

sudden halo
#

"reload takes an action point, or you may remove two suppression tokens from enemies within range to reload" perhaps. Suppression making space for reloading.

trail fulcrum
#

dumb idea, everyone has 6 shots, the game lasts 6 rounds,

#

your units shoot every round

weary cradle
#

in terms of dice pools, ive always interpreted one die = one blow/shot

spring geyser
#

Actually "check to see if your mag runs out" offers an additional chance to distinguish between laser and kinetic weapons, in that lasers would have a really low chance of running out but can't be reloaded without resupply (because you're running them off one big battery, instead of a sequence of magazines)

trail fulcrum
#

the game is all about positioning so that when the shot happens it's advantageous

#

not even sure how that kind of wild west deal plays

#

or would even function

#

but the idea of counting down and the end of turn representing a gunshot

#

seems really cool

weary cradle
#

could fun for like a looter-shooter sorta skirmish game

trail fulcrum
#

like there is no action for shooting

#

it's all movement

sudden halo
# weary cradle in terms of dice pools, ive always interpreted one die = one blow/shot

This sort of ties back to an earlier comment I made about wargame time scales. If you're in a DnD timescale that can be approximately accurate. I mean, guns shoot quick, even bolt actions, normally well in excess of the dice games allow you to roll. If you're on a 30s or 60s round timescale then you have to assume you're only rolling for the abstraction of effective blows rather than every attack.

sleek trail
#

Ive been waffling on ammo for the thing im working on, similarly to limit reaction shots

#

I might instead make setting up overwatch something you have to do in some way...but it also might not be a problem

trail fulcrum
#

movement or take aim? Hmmm

sand bobcat
trail fulcrum
#

thinking out loud now

sleek trail
#

The main thing is that in an AA game face to face favors the side which activates less

#

You cant use one unit to clear a path by spending multiple orders on it

#

So i wanna experiment

#

My thought was that you could have an automatic reload at end of turn, and an optional action you could take as a reload

#

Will have to fiddle with it

#

Probably going to work on just seeing if the basic shoot interactions are fun first before i add ammo

#

Still trying to figure out how lethal i want the game to be

#

I want to somehow have things be able to survive a couple hits (especially since every shooting rn interaction auto-succeeds unless theres some interference) but also not have to track big amounts of hp

#

Which is an issue i have with kill team

#

Nothing should have more than 6 wounds so people can track it with usual dice

#

God i hope "unless theres something complicating your shot (bad rangeband, cover, someone shooting back) you hit" is fun

trail fulcrum
#

so idea is alteranting activations

#

but there's no actual shoot action

#

you declare move/take cover/aim

#

something like that

#

and at the end of the turn everyone shoots one shot at the same time

sleek trail
#

Feels very frozen synapse

trail fulcrum
#

there's actions like tackle, to deactivate someone's shooting

#

but like

#

thematically it takes place over six rounds,

#

literally a revolver

trail fulcrum
#

was thinking you had to burn your turn to even have the ability to make decisions during the shooting step

#

otherwise the person panics and shoots the most visible/closest

sleek trail
#

I think this would be pretty neat

#

Im curious how you would do unit differentiation

#

If you would

#

It could be a bite sized tactics game as is

tepid steeple
#

oh I was also thinking of space hulk

trail fulcrum
#

Yeah I don't think I want to do unit differentiation

#

Like just 3v3 six shooters

tepid steeple
#

where storm bolters have unlimited ammo but in overwatch if you roll a double on its two dice you have to reload

trail fulcrum
#

Call it HIGH NOON

#

though I'm trying to figure out if I even should randomise the effect of shooting

#

or even how to do so and make it feel

#

tense/impactful

sleek trail
#

Idea

#

Shooting isnt randomized but theres a small chance to survive if shot

flat crow
#

Isn't that already a thing in some games?

trail fulcrum
#

oooh!

#

Shooting auto hits but like

#

the enemy makes the save?

#

cover vastly increases it

sleek trail
#

Yeah

trail fulcrum
#

actions are

#

take aim

#

scatter

#

tackle

#

Take Aim lets you target anyone

#

scatter is a move action

#

tackle is a move as well but like

#

deactivates someone's shooting for the round?

#

But tackle is move+D6 or something

#

and you can tackle enemy models

#

so it's an advance and a melee

#

is my rambling making any sense?

#

hahah

sleek trail
#

Makes sense to me

sleek trail
flat crow
#

I misread your prior disregard lol

sleek trail
#

👍

spring geyser
#

I'm also thinking of doing a more complex wound system of some kind, even if only because I would like to really represent that these are guys in space suits and make suit breaches and system damage and stuff possible outcomes

#

But don't really know how to approach that

fallen rune
#

There’s a bunch of ways it’s been done

#

Damage tracks might make sense

spring geyser
#

Anyone have actual examples of miniature skirmish wargames with more complex wound systems than just "wounded or not" that don't take forever to resolve

sand bobcat
#

Heavy Gear Blitz has a Hull/Structure system which generally means:

  • 6hp total per mech
  • mech has 4 Hull and 2 Structure
  • when Hull is depleted, the mech is Crippled, and thus loses 1d6 on rolls for all actions
native portal
#

NEIS just does fine, wounded or dead

#

With wounded being annoying because you need people to move wounded people

#

Other than full health tracking systems or like, Warhammer 'wounds' stuff I haven't seen many systems

fallen rune
#

Older game but Silent Death (space fighter skirmish game) has ships fill boxes as they’re damaged and the filled boxes make them take debuffs

#

Pretty simple to do ime

sand sonnet
#

Some goofy fuckin' ship models though.

fallen rune
#

Yeah haha

#

I never played it a lot but it’s a cool game

sand sonnet
#

Now I'm wondering what happened to my copy.

trail fulcrum
sudden halo
#

XWing has the damage deck. Facedown are just hit points but crits make them face up which has certain effects.

#

Frostgrave has the permanent injuries things, but during a fight just has HP.

#

Infinity has a few units that get different stats when they're wounded.

#

Oh, and the classic would be clix games.

flat crow
sleek trail
#

does trench crusade have rules yet?

flat crow
#

No public ones that I know of

sand bobcat
spring geyser
#

contemplating actually using custom dice for damage resolution in a system something like:

  • Armor is split into "Refusal" which reduces the number of Effect Dice rolled and "Resistance" which gives save dice rolled
  • Effect dice are different for different weapons (for example lasers will have a "start fire" outcome)
  • 5 or 6 on save dice lets you cancel out effect dice of your choosing
sleek trail
#

Finally got my models from tag raid

#

I now own a szalamandra

native portal
spring geyser
#

lol

#

good point

native portal
#

The concept though is very cool

sudden halo
#

I like my space nuns to be a bit more anime with visible hair, so I did a little sculpting this morning.

sleek trail
#

Nice

tepid steeple
#

nice job!

midnight vine
#

i was just reminded of my favourite 2 things to happen in a community driven event for a minis game

#

for guildball there was an event called the free cities draft where you could report games and for each game reported for a guild they could vote and specify a rookie, the team with the most votes got their highest picked rookie then second place and so on, unless a team above you had picked the rookie your team had so it went to your next highest

#

of the rookies all that was known of them was a very broad overview like one was a striker (futbol game) , one was an ex gang heavy and one was an old guy who never made it to the big stage

#

the result of the draft ended up with the most combat heavy team ending up with the striker of the rookies which led to a really cool design challenge for the devs

#

and it lead to serious campaigning to get one faction all aligned for a single rookie from a content creator and it worked so as a nod to him they included his catchphrase in the rookie's rules

#

both of which i find super cool

#

plus the concept of the event alone is really fun to me and the way it could make the devs stretch their design muscles

sleek trail
#

More wargames should be sports

midnight vine
#

so true

sleek trail
#

The only three i can name off the top are guild ball, blood bowl, and Aristea!

midnight vine
#

and aristea is somewhere in the realm of gladiator battle as sport

#

sports are good cause they give inherent alt win conditions

#

one thing gb did well is any taken out units come back so you're never like permanently down on activations

#

another good thing is one of the later team captains is an ex-team member riding on a team mascot tortoise so the team has one less member but in exchange they can activate a unit twice

#

but also: little man riding giant tortoise in charge of the mercernary faction

sleek trail
#

I wish to see the mini

midnight vine
calm mantle
#

That is amazing, what a gentleman

midnight vine
#

his name is greed

#

the previous captains for his team were a pirate and a slasher

#

he was actually never a player sort of

#

he was an accompaniment to another character

#

who carried him around

sudden halo
#

Rip guild ball. Great game. Shame it's kind of tough to get the models now.

sand bobcat
#

It's a 2d game, right? Someone must have ported it to like, Vassal...

sudden halo
#

I'm pretty sure it's on vassal and TTS

next pilot
#

guild ball was cool

sand bobcat
#

ugh. i might just give up on heavy gear for now.

#

It's impossible to get people's enthusiasm going for the game and Battletech, as much of a fucking fossil as it is, is surprisingly easy to find people to play with.

#

I'm also working on a 6mm mech game so I might as well make models and terrain for that at the same time.

#

I'm also frustrated with the quality of HGB models and designs.

sand sonnet
#

Heavy Gear's problem has always been that it lacks drip.

sand bobcat
#

They had a handful of fantastic ideas early on and then whoever came up with the tech disappeared and they started getting all sorts of shit ideas.

sand sonnet
#

I do like some of the Jovian Wars designs and minis, but that game never had quite as much support.

sand bobcat
#

https://i.imgur.com/mhs086o.jpg I've done some good work sprucing up their better designs, but right now they're obsessed with pushing out a ton of underdetailed shit that doesn't even match their own lore well.

#

Well, and sculpting/resculpting old canon variants, which is okay but also not exciting at all

#

despite the constant messaging along the lines of "most people who play wargames don't post online at all", I've heard shit that makes it feel like they just have a handful of personal friends that they're releasing products for

hollow crypt
#

I think the caprice mechs are still my favourite designs of any mechs ever

sand bobcat
#

and it's a big sculpt by heavy gear's standards, as noted that base is 60mm wide

hollow crypt
#

Yeah

#

I do think that, as core to the hobby as it is, miniatures will remain the bane of indie wargames

#

At least until the magic day 3d printers become good and accessible that people keep telling me will happen someday

sand bobcat
#

they'll never be good enough, tbh

#

layers aren't going away and they'll always be existent enough to interfere with painting techniques

sand sonnet
#

They're already good enough, they're just not that accessible.

sand sonnet
sand bobcat
autumn sun
#

Yeah uh, the print layers are really not a hinderance to painting. Like, at all.

sand bobcat
#

that's a 40mm base

#

i have a friend with resin, 3d printed space marines, and the layers are obvious there as well

sand sonnet
#

You can print poorly in resin sure.

#

Your friend probably doesn't have a 4k or better printer.

sand bobcat
#

these particular prints are from a US contractor that DP9 used

autumn sun
#

It depends on the printer and how its calibrated.

hollow crypt
#

I mean Im not even really commenting on how good 3d printers are, Im more saying that it’s still 200-500 dollars and a commitment of a large sum of time to get a 3d printer working

autumn sun
#

Like this is a 3D print a friend gave me and you can't see the layers at all.

#

It IS correct that 3D printers are outside the reach of most people.

hollow crypt
#

Part of the reason I push so hard for indie wargames without minis is because they cost like, a few dollars worth of a print job and a cereal box to get setup

sand sonnet
hollow crypt
#

Whereas even at the cheapest 3d printers still take a ton of time

sand bobcat
#

this image is 1000x744

autumn sun
#

And?

sand bobcat
#

and, obviously, that makes it harder to see layers. Also not sure what size base that is, if it's a big model that also means the layers are comparatively "smaller".

hollow crypt
#

And as a game designer either you have to rely on players doing kitbashes or spend a lot of dev time making models

autumn sun
#

50mm square base.

#

Roughly...4.5" tall.

#

Closer to 4" actually.

sand bobcat
autumn sun
#

4k and up resin printers can absolutely get fantastic results and are more than good enough, it's just that buying and using a printer is a whole other hobby in and of itself. There's not really any like...plug-and-play options on the market right now--it's more technically complicated, and you do need a dedicated space and some way to get the fumes out, which puts it into a niche category.

#

The time commitment too is a factor. You're not printing a model out in 30 minutes, shit can take hours. Assuming the print doesn't fail, which even the most calibrated machine will do some times.

sand bobcat
autumn sun
#

Yeah. The 20 and 10 are approachable on 2k printers with a bit of futzing, easier on a 4k.

sand bobcat
#

By "microscopic" I mean "it was printed to fit in a like, 25x25x20 mm space"

autumn sun
#

The 50 isn't even that bad honestly, primer and some paint would hide a lot of that (or at least trick the eye).

sand bobcat
#

I unfortunately have an eye for those things.

autumn sun
#

Fair.

#

The 50 is something I'd do for like...small bits of terrain like statues, where it doesn't really matter because that's not really the focus.

sand bobcat
#

You can basically use plastic for that, yeah.

autumn sun
#

https://youtu.be/KVf0mbBCygQ?si=Oe4zNVIZVLjk8sjd Now if you really want it smooth, well.

Showing the simple process of using UV cure resin and baby powder to cover a 3D print to remove layer lines.

I also have a Etsy store with some 3D print files but mostly svg files for lasers.
If that's something you may be interested it check it out
https://daverigdesign.etsy.com

New video comparing Resin to Resin with Baby Powder added here: ...

▶ Play video
#

More applicable for FDM tho, honestly.

sand bobcat
#

snerk. well, at that point you're basically doing sculpting, yourself...

autumn sun
#

Yeah lmao

sand bobcat
#

which isn't a bad thing of course.

autumn sun
#

Little too much effort methinks but it's an option.

#

Yeah.

#

I can sculpt stuff from scratch but I'm more comfortable kitbashing stuff.

sand bobcat
#

I have a suspicion that for my models, they did higher-res settings on the bodies and round bits and then ran the blocky legs and arms to be faster

autumn sun
#

Entirely possible.

sand bobcat
#

still thinking i should layer everything with a standard acrylic after the xpresscolor, though. only way to really hide the layers I think.

#

iunno, gotta keep thinking about it.

autumn sun
#

Oh you definitely want to highlight after xpress/contrast, just helps make the model pop more.

sand bobcat
#

i'm basically at a point where I was thinking of making one of my "real" models but battletech & my game project have me thinking "I should paint some of these 6mm generic sci fi tanks isntead"

sudden halo
#

There's a lot of variables that go into resin printing. I'd say on average my prints at home have less lines than ones I've bought, but they're more fragile and I had to dail them in a lot to get there. Orientation matters a lot and if you're printing enough to sell you're probably maximizing stuff on the plate and finding a time/quality ratio that is more profitable and consistent.

#

I'm not impressed by the contractor DP9 uses.

autumn sun
sudden halo
#

My only points of comparison are Death Ray Designs, and Kingdom Death for professional prints. Both of which are way better than the HG stuff I've got. DRD prints are a little smoother but have more resin-like qualities, where the KDM stuff has some faint layer lines that have gone away with priming, but is much stronger.

sand bobcat
#

i hate that steel rift decided to call its mechs "he-v" and then ALSO have light/medium/heavy categories for its mechs.

sudden halo
# sand bobcat It's impossible to get people's enthusiasm going for the game and Battletech, as...

For all its faults BT is ubiquitous. Especially Alpha Strike these days, at least around me. It'll probably see a pretty big bump in a couple months when the mercs Kickstarter delivers. See a lot more people using vehicles then once there are official catalyst ones.

BT could really use a reboot IMO. Spruce up the lore, fix some nonsense and weird decisions. But I highly doubt we'll see that ever. 6mm stuff is super fun to paint though and 6mm terrain is awesome. Can actually make meaningful sized areas so you can really flesh out a base or a city or a ravine or something.

sand bobcat
#

hell yeah.

#

god. i want to paint now but i gotta settle into bed.

#

also i'm tired anyway.

trail fulcrum
#

Trying to figure out how to use

#

Diving suit dudes now

autumn sun
#

By putting them behind a fish tank and making "blub blub" noises.

sudden halo
#

Still thinking about a reverse infinity orders system. All your units go once like normal but you have a number on command orders that let you activate anything you'd like.

I'd probably do it chunked AA in some way. Maybe by squad of 3-5. Playing more infinity lately, it's clear that with that reaction system a unit has to be able to act multiple times to get things done without dragging the game into a stalemate, but theres probably a way to preserve it without it being so heavily IGYG.

trail fulcrum
sudden halo
#

Is the diving suit wargame any good? I saw the KS for it and the stls but I don't know anything about the rules.

trail fulcrum
#

Dunno I just found these STLs and thought they looked cool

sudden halo
trail fulcrum
#

Painted a lil guy up

trail fulcrum
trail fulcrum
trail fulcrum
#

And washed

spring geyser
#

Think I might focus the skirmish wargame on mercenaries in my setting specifically (makes it easier to structure a campaign) and give it the full title Daylight Stars: Sublight Condottiere

sand bobcat
#

@autumn sun now poking around to see if anyone locally has a 3d printer that can do 10-micrometer prints. Kind of doubting it because someone got to me with a printer that has an "xy resolution" of 19x24 micrometers. 😔

hollow crypt
#

What does

#

what does that mean

#

I like the monowheel tank

autumn sun
#

People behind Dystopian Wars is doing a not-Epic I guess?

#

So, land battles rather than sea battles.

sand sonnet
#

Yup restarting the old land battle game in a 6mm.

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It hasn't been a thing since Spartan collapsed and TT picked up the IP.

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The joke is making fun of a GW twitter post of a Legion Imperialis Rhino driving over a ketchup packet.

autumn sun
sand bobcat
autumn sun
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Close enough.

sand bobcat
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Not for my purposes. -.-

next pilot
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How do you paint something that small

sand bobcat
native portal
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Spray a base coat, highlight details

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Add a wash

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Potentially highlight again if anything was dulled out

sand bobcat
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Past a certain size it's actively easier to paint smaller things. There's no real way to make it take longer so you can just focus on dotting whatever little detail with a brush tip.

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And then the colour is there and you're done.

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As for seeing the details, a good light and reading glasses for your Eye Health and you're sorted. Frankly, reading glasses are good practice for any model small enough to warrant a paintbrush.

sand bobcat
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dp9forum.com

It's Golden Gear time again with this official announcement to the start DP9's annual miniature painting competition. Checkout all 4 categories and prizes for each in the text and image below with photo of this years trophy. Get painting your Heavy Gear Blitz and Arena Gears, Vehicles, Combat Gro...

flat crow
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and i think i vaguely remember what its based off of lol

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reminds me allot of these

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but i guess its the most like shaped like the kugelpanzer lol

sudden halo
spring geyser
sand sonnet
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Anycubic's Photon Mono series does 10 microns.

autumn sun
sand sonnet
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Mantic didn’t even bother to use a different word for this one.

autumn sun
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If the shoe fits.

sand sonnet
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The real question now is which sauce packet they’ll have a tank run over.